Buy-to-play (B2P) is a revenue model for video games where a game can be played after a one-time purchase, as opposed to a subscription model where the player must pay a subscription at regular intervals to continue having access to the game. Buy-to-play, while a form of premium games, generally apply to games where there is continued ongoing content or support from the developer or publisher well beyond the period of purchase, such as through maintenance of online servers or through the production of ongoing content and expansions, as often the case in massively multiplayer online games (MMO). This support can be monetized through additional microtransactions or through an ongoing subscription fee. Microtransactions are becoming evermore entwined with the buy-to-play revenue model as most recent games allow for some sort of additional purchase. For example, buy-to-play title Guild Wars 2 allows players to purchase additional in-game items with microtransactions, while Destiny 2 lets users purchase season passes for additional content. [1] [2]
Buy-to-play can be contrasted with free-to-play (F2P), where users are granted access to a fully functional game (usually with limitations), but must pay microtransactions to access additional content. Some studies have been completed on the success of the free-to-play revenue model and also gamers' perception of this method. The results of one study shows that players are often satisfied with purchases made in free-to-play games, however, they believe a lot of content is overpriced. The study also displayed that free-to-play game developers create restrictions in order to encourage more purchases. [3]
Pay-to-play (P2P) is a model in which a subscription payment is required on an ongoing basis, in order to use a service. When comparing the three revenue models, the free-to-play and buy-to-play model is slowly rising in popularity as the pay-to-play model is decreasing in relative popularity. This trend can be roughly shown by the number of World of Warcraft subscribers over the years. Since 2011, the number of subscribers has been decreasing with the exception of a few small spikes. [4]
Buy-to-play games require a one time fee to install and play. Some games, such as ArenaNet's Guild Wars 2, use in-game advertising or "Cash Shops" to provide income for buy-to-play games, which usually offset the subscription fee of a pay-to-play game.
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
The subscription business model is a business model in which a customer must pay a recurring price at regular intervals for access to a product or service. The model was pioneered by publishers of books and periodicals in the 17th century, and is now used by many businesses, websites and even pharmaceutical companies in partnership with governments.
EverQuest II is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original EverQuest, released five years earlier, and features updated graphics and more streamlined gameplay compared to the previous entry, as well as an abundance of voice acting with contributions from actors such as Christopher Lee and Heather Graham. In February 2015, Sony Online Entertainment's parent corporation Sony Computer Entertainment sold it to investment company Inception Acquisitions, where it continues to develop and publish the game under its new name, Daybreak Game Company.
Free-to-play video games are games that give players access to a significant or entire portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which requires a payment before using the game or service. It is also separate from freeware games, which are entirely costless. Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free. Free-to-play games have also been widely criticized as "pay-to-win"—that is, that players can generally pay to obtain competitive or power advantages over other players.
A season pass is a form of video game monetization in which consumers purchase a discounted package for current and future downloadable content (DLC) and/or Expansion packs for a video game atop its base cost. A game may have a single season pass or, for some lifestyle games, new season passes over time. The name originates from the concept of a season ticket for sports. First introduced around 2011, the use of season passes became commonplace among triple-A and mobile game publishers by the end of the 2010s. Season passes can be controversial because the contents of a season pass are not fully itemized beforehand or may not contain all planned DLC, with some instances of season passes being called scams by the gaming press.
Hellgate: London is a dark fantasy themed action role-playing game originally developed by Flagship Studios, released on October 31, 2007. It was developed by a team led by former Blizzard Entertainment employees, some of whom had overseen the creation of the Diablo series. The original release of the game was co-published by Namco Bandai Games and Electronic Arts.
Microtransactions (mtx) refers to a business model where users can purchase in-game virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve's Steam digital distribution platform, as well as console gaming.
Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can either be added for no extra cost or it can be a form of video game monetization, enabling the publisher to gain additional revenue from a title after it has been purchased, often using some type of microtransaction system.
Champions Online is a free-to-play superhero-themed massively multiplayer online role-playing game (MMORPG) developed by Cryptic Studios. The game is based on the Champions license and its ruleset is loosely based on the HERO System The Game has been released on Steam and Microsoft Windows.
Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are intangible by definition.
Marvel Super Hero Squad Online was a massively multiplayer free-to-play online game for younger audiences based on the Marvel Super Hero Squad, developed by American video game companies the Amazing Society and Gazillion Entertainment. The open beta version of the game was released on April 29, 2011. It was a freemium in-browser game that offered two types of microtransactions: To purchase in-game currency, or a monthly subscription that gave the player additional perks.
An online pass is a digital rights management system for restricting access to supplemental functionality in a product by using a single-use serial number. Online passes are primarily intended to hinder or discourage the second-hand purchase of a product, and to allow the producer of a product to still return profits from second-hand copies of the product.
Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.
Ashen Empires is a two-dimensional massively multiplayer online role-playing game created by American developer Jason "Lothgar" Ely and now owned by Iron Will Games. It was released for a free, open beta in 2002 and later officially released in 2003.
Video game monetization is a type of process that a video game publisher can use to generate revenue from a video game product. The methods of monetization may vary between games, especially when they come from different genres or platforms, but they all serve the same purpose to return money to the game developers, copyright owners, and other stakeholders. As the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism.
Game Pass is a subscription service as part of Xbox and offered by Microsoft Gaming. Launched on June 1, 2017, the service allows users to download and play video games via video game consoles, Microsoft Windows, Android, iOS, iPadOS, web browsers, smart televisions, and cloud. Game Pass contains a rotating library of games, with the games remaining accessible as long as the user has an active subscription. Game Pass subscribers also receive discounts on purchases of games from the service's library and their respective downloadable content (DLC).
In the video game industry, games as a service (GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called "living games" or "live games" since they continually change with these updates.
In the video game industry, a battle pass or rewards track is a type of monetization approach that provides additional content for a game usually through a tiered system, rewarding the player with in-game items for playing the game and completing specific challenges. Inspired by the season pass ticketing system and originating with Dota 2 in 2013, the battle pass model gained more use as an alternative to subscription fees and loot boxes beginning in the late 2010s. Battle passes tend to offer free passes, which are available to all users, and premium passes that require annual or seasonal charges in exchange for enhanced items and cosmetics.